#include "CEffectSprite.h"
#include "CRenderQueue.h"

BEGIN_WARE

void CEffectSprite::GetWorldTransform( CMatrix4& matWorld )
{
	m_Transform.GetMatrix4( matWorld );	
}

//void CEffectSprite::CullVisibleObjects( ISceneNodeCamera* pCamera, IRenderQueue* pRenderQueue )
//{
//	m_pCamera = pCamera;
//	pRenderQueue->AddRenderable( this, RENDER_QUEUE_RENDEROBJ_TRANSPARENT );
//}

float32 CEffectSprite::GetCameraSpaceDepth()
{
	if( !m_pCamera )
		return 0.0f;

	CVector3 vCameraPos;
	m_pCamera->GetPos( vCameraPos );

	//CTransform trans;
	//CVector3 vPos;
	//if( m_pParent )
	//	m_pParent->GetWorldTransform().GetTranslate( vPos );

	return 0.0f;
}

END_WARE
